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94274cd447
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6ed2e86806
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@ -35,9 +35,9 @@ game_settings = ExtResource( 6 )
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[node name="ViewportContainer" type="ViewportContainer" parent="."]
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material = SubResource( 3 )
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margin_right = 320.0
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margin_bottom = 180.0
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rect_scale = Vector2( 4, 4 )
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margin_right = 322.0
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margin_bottom = 182.0
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rect_scale = Vector2( 2, 2 )
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[node name="Viewport" type="Viewport" parent="ViewportContainer"]
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unique_name_in_owner = true
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@ -1,8 +1,6 @@
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class_name AnimatedSprite_StateReceiver
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extends AnimatedSprite
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export var debug_component: bool = false
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export var callable_state_machine :NodePath
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onready var current_state = StateAnimatedActor.new()
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@ -57,8 +55,6 @@ func _process(delta):
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call('_state_process_' + current_state.name)
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func _on_animation_finished():
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if debug_component:
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var foo = 2+2
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if frames.get_animation_loop(animation) == false:
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#print("Stop!!!!!", current_state.animation_sequence.size(), " - ", current_state.animation_index)
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if current_state.animation_sequence.size() > 0:
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@ -67,8 +63,6 @@ func _on_animation_finished():
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if animation_index >= current_state.animation_sequence.size():
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#print("Stop!!!!!")
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current_state.animation_finished = true
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else:
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change_animation(0,animation_index)
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##TODO: Allow a way to stop animation even if in a looped sequence
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# If called, this will attempt to make the most appropriate animation change
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@ -250,8 +250,8 @@ shapes/collision/shape_color=Color( 1, 1, 1, 0.419608 )
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[display]
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window/size/width=1280
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window/size/height=720
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window/size/width=640
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window/size/height=360
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window/size/resizable=false
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window/stretch/mode="2d"
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window/stretch/aspect="keep"
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@ -27,7 +27,6 @@ states = [ ExtResource( 3 ), ExtResource( 6 ) ]
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[node name="AnimatedSprite_StateReceiver" parent="." index="1"]
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frames = ExtResource( 2 )
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playing = true
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debug_component = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="4"]
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position = Vector2( -5, 6 )
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@ -477,11 +477,7 @@ func _state_process_physics_climb():
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# if animation_index > 0:
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# animations.stop()
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else:
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## Force downward to the floor, can't do a new floor check without first moving
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parent.move_and_collide(Vector2(0,100.0))
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if parent.is_on_floor():
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#parent.move_and_slide(Vector2(0,100.0),Vector2.UP)
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return request_state_change.call_func('land')
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return request_state_change.call_func('idle')
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if _wants_jump:
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